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I really regret not learning behaviour trees, this is a snap shot of my main AI class (you don't want to look at my child classes...) https://i.gyazo.com/cc809fc8a8fbd0c67cd459095d9c84ff.png Basically the AI will spawn, then roam around a set radius, if it spots the player it will do some logic check (Level differences, aggression etc...) then act upon it by fleeing, continuing it's roaming, or attack the player with it's desired combat style It caused me more headaches than it should of, a bitch to debug and upkeep was something else. Spent a week streamlining the damn thing and even to this day it has some quirks that my knowledge of Blueprints won;t be able to fix for some time to come.

I wish there was some more functionality for those of us who prefer blueprint scripting, a lot of the fancy stuff seems to only work with Behavior trees :'(

Behavior trees are a nightmare to learn. The documantation is poor, and it took me maybe a month to fully grasp all its quirks. That being said it is INCREADIBLY useful and I am happy I put myself through hell to learn it.

Like Wes said, it's possible with blueprints alone, but that would be a lot of work. However I strongly encourage you to try Behavior Trees. UE4 has a home-brew BT implementation, with an editor and a debugger, and it's really easy to implement new BT tasks and conditions in blueprints. A basic tutorial can be found here and the full documentation is in the works as I write this. Give it a try and let us know how it went!

Technically, yes! You are only limited by your imagination and willingness to learn the system. To be quite honest, I don't know if I'm at the level of creating complex AI just yet, but I'm still learning more and more about the system every day! :)